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OpenSim NPC //From http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // Get your NPCs (and whoever else may be in the region) to dance. // To make this work, create a prim, fill it with (dance) animations, put this script in it, click the prim, and PAR-TAY!.
OpenSim NPC //http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff// sim-wide NPC killer // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // kill all of NPCs in this SIM // Attempts to kill agents too, but it will silently fail // http://opensimulator.org/wiki/OsNpcRemove // Unfortunatly, from time to time, one or more NPCs do get stuck in the scene, and can not be removed. They can't be removed by this script either.
OpenSim NPC Mods by Ferd Frederix to onlykill NPCS withing 10 meters // Based on http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff // sim-wide NPC killer // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // kill all of NPCs in the nearby area // Attempts to kill agents too, but it will silently fail // Unfortunatly, from time to time, one or more NPCs do get stuck in the scene, and can not be removed. They can't be removed by this script either.
OpenSim NPC This is a NPC attacker for Opensim. I use it in a RAM to butt people. // License: http://creativecommons.org/licenses/by-nc
OpenSim NPC From http://opensimulator.org/wiki/OSSLNPC // //This is a rough example script for most of the current NPC functionality. One of its major current deficiencies is that it doesn't track more than one created avatar at a time. Please feel free to improve it.
OpenSim NPC From http://opensimulator.org/wiki/NPC_Automator_2.0 // Original script by Paintball Magic. Rewritten, corrected and expanded by Nihlaeth Melody. // License: http://creativecommons.org/licenses/by-sa/2.5/ //You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // Instruction Notecard // // For this script to work, ossl must be enabled with a threat level of VeryHigh. // NPCAutomator uses it's own kind of very simple script. All the commands are in the form of: // // Rules: // // Command|optionalvalue|optionalvalue| // Empty fields are maked by a "#" sign. // Commands are not case sensitive. // Spaces do matter! Do not use whitespace in commands or values that are not mean as text. // // Commands: // // NpcCreate|Test Npc|<1,1,1>| This creates an npc named Test NPC at 1,1,1 (relative to object position). // Wait|5|#| This makes the script sleep for 5 seconds. Build in waits at regular intervals to prevent flooding and make the npc come over more natural. // GotoLine|4|#| This makes the script continue at the specified line number. The first line is 0. You can also replace the number with a label name. // NpcFlyTo|<128,128,128>|#| This makes your npc fly to these coordinates (these are region coords). // NpcMoveTo|<128,128,22>|#| Same as NpcFlyTo, but walking. // NpcSetRot|Random|#| Sets a timer that changes npc rotation to random angles at a set interval. // NpcPlayAnimation|animationname|#| Plays an animation (has to be present in prim inventory). // NpcStopAnimation|animationname|#| Stops the animation. // NpcSay|Hey! I'm an npc :)|#| Makes the npc say stuff. // NpcSit|objectkey|#| Makes the npc sit on object. // NpcDelete|#|#| Remove the NPC. // GreetStrangerFirst|Hey, |#| Message that is said before avatar name when meeting someone new. // GreetStrangerLast|. Nice meeting you.|#| Message that is said after the avatar name when meeting someone new. // GreetAquaintanceFirst|Hey, |#| Message that is said before avatar name when running into an aquaintance. // GreetAquaintanceLast|. Good to see you again!|#| Message that is said after avatar name when running into an aquaintance. // AddTrigger|Help|15| A trigger is a word that triggers a reaction in the npc. In this case, when someone says the word help, the code jumps to line 14. Instead of a line number you can also specify a label name. // RemoveTrigger|Help|#| Removes a trigger word. // GotoTrigger|#|#| This command makes the code check if a trigger word has been said and then jumps to the right line. The code waits for this command to make sure it doesn't skip lines that are important. So don't forget to include this. // Label|Labelnaam|#| A label is a fixed point in the notecard that you can refer to so you don't have to keep counting lines. // // Example: // // The notecard HAS to be named "-NPC AI". It's case sensitive. // NpcCreate|Test NPC|<1, 1,1>|#| // GreetAquaintanceFirst|You again! What are you doing here, |#| // GreetAquaintanceLast|?|#| // AddTrigger|help|help| // GOTOLINE|loop|#| // Label|help|#| // NpcSay|Do you want me te help you?|#| // AddTrigger|yes|yes| // GOTOLINE|loop|#| // Label|yes|#| // NpcSay|Sorry, I don't think I'm the right person for the job.|#| // RemoveTrigger|yes|#| // GOTOLINE|loop|#| // Label|loop| // WAIT|1|#| // GOTOTrigger|#|#| // NpcMoveTo|<112,112,22>|#| // GOTOTrigger|#|#| // WAIT|3|#| // GOTOTrigger|#|#| // NpcMoveTo|<109,112,22>|#| // GOTOTrigger|#|#| // GOTOLINE|loop|#| // // // Planned: // // NpcStandUp // NpcLookAt // NpcAttach // SaveAppearance // Revising way notecards are accessed, dataserver event has to go. // // Commands: // // You can issue commands to the script directly too. I did however not revise this functionality and can't say if it works or not. For instructions, you'll have to read the script. // // // NPC Automator 2.0 script // // You don't need to change a thing about this script. Just put it in a prim together with the instruction notecard and maybe an appearance notecard and you're done.
OpenSim NPC A NPC killer that works only on nearby NPC's. Rez it and touch it. // Tells you who and how many were deleted // // License: // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // See http://creativecommons.org/licenses/by-sa/2.5/
OpenSim NPC Original script from http://opensimulator.org/wiki/User:Dz/NPC_Scripts // // License: // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work See http://creativecommons.org/licenses/by-sa/2.5/
OpenSim NPC INSTRUCTIONS for KITTEH KAT FUD BOWL
OpenSim NPC Sample Appearancer Card
OpenSim NPC Bug fixes by Ferd Frederix 7-30-2013// // Note: @wander will only wander around the rez point.
OpenSim NPC This script re-directs any NPC that collides with the object to a random destination selected from an internal list. // Once the routers are placed, a text label display can be toggled by touching it. This makes it easy to collect locations // Routers should be placed to facilitate collisions with the avatar capsules. // The real trick of this router design is the rotate calculations. These prevents the NPCs from walking backwards when assigned new targets "behind" them. // // License: // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // See http://creativecommons.org/licenses/by-sa/2.5/
OpenSim NPC GPLv3 license attributed to the Wizardry and Steamworks group at http://was.fm/opensim:npc // touch to save your XML to a notecard named appearance for use with NPC follower and NPC puppeteer sceipt.
OpenSim NPC Swimming Fish script for NPC's
OpenSim NPC This is a fish NPC follower. // License: http://creativecommons.org/licenses/by-nc
OpenSim NPC OpenSim only. // This NPC script is used to make the 'appearance' notecard and 'Script' notecard for the Wizardry and Steamworks NPC controller script. // Put the script into a prim, and wear it as a HUD. When you first wear it, a menu will appear. You may touch the prim to bring up the menu.
OpenSim NPC from http://opensimulator.org/wiki/OSSL_Script_Library/Persist_NPC // // NPC Persistance Example created by Marcus Llewellyn. // This script is in the Public Domain. // //When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not. //Implementing NPC Persistence: //The llKey2Name function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated. //The following script is an example of the mechanism I make use of to accomplish this task. It has been kept to the bare minimum necessary to demonstrate the concept, and to manage the NPC it creates.
OpenSim NPC //http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff // touch to create an NPC at a random position in your region. // The NPC will be created at 100m up in the air, just for dramatic effect :-) // Set npcNum to how many NPCs you want. // // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work //

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